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Evil HERO Support [Written]


Thomas★Zero

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Evil HERO Fallen Wingman
lv 3 WIND
Fiend/Effect
If you control no monsters or all monsters you control are "HERO" Monsters, you can Special Summon this card (from your hand.) You can only Special Summon "Evil HERO Fallen Wingman" once per turn this way. If this card is used as Fusion Material for a "Evil HERO" Fusion Monster, you can treat this card as "Elemental HERO Avian". If this card is Normal or Special Summoned: Add 1 "Evil HERO" Monster from your Deck or GY to your hand. You can only use this effect of "Evil HERO Fallen Wingman" once per turn.
ATK/1000 DEF/1000

Evil HERO Night Flare
lv 3 FIRE
Fiend/Effect
If this card is used as Fusion Material for a "Evil HERO" Fusion Monster, you can treat this card as "Elemental HERO Burstinatrix". You can only use the following effects of "Evil HERO Night Flare" once per turn.
* (Quick Effect): You can discard this card from your hand and target 1 "HERO" Monster you control; the targeted card cannot be destroyed by battle this turn, also, all battle damage you would take involving the targeted card is dealt to your opponent instead.
* If a "HERO" Monster(s) would be destroyed by battle or by an opponents card effect, you can send this card from your GY to the bottom of your Deck instead.
ATK/1200 DEF/800

Evil HERO Malicious Joker
lv 6 DARK
Fiend/Fusion/Effect
1 "Evil HERO" Monster + 1 Level 4 or lower Monster
Must be Special Summoned with "Dark Fusion". Cannot be targeted or destroyed by your opponents card effects. If you control a Level 7 or higher "HERO" Monster, this card cannot be targeted for an attack. Each time a "HERO" Monster attacks, inflict damage to your opponent equal to its Level x 100.
ATK/2300 DEF/1200

Super Dark Fusion
Quick-Play Spell Card
Fusion Summon 1 "Evil HERO" Fusion Monster from your Extra Deck, using monsters from either field as Fusion Material (This Fusion Summon is treated as Fusion Summon by the effect of "Dark Fusion".) Neither player can activate cards or effects in response to this card's activation. For the rest of this turn after this card resolves, you cannot Special Summon monsters. You can only activate 1 "Super Dark Fusion" per turn.

Evil's Rising
Trap Card
If you control no cards, you can activate this card from your hand. Target 1 "Evil HERO" Monster in your GY or thats banished; Special Summon the targeted card (If that card is a Fusion Monster, this Special Summon is treated as a Fusion Summon by the effect of "Dark Fusion"), also, the summoned monster gains 1000 ATK and DEF and cannot be destroyed by battle or by your opponents card effects until your next End Phase. You can only activate 1 "Evil's Rising" per turn.

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